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Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
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End-user involvement in rehabilitation virtual reality implementation research.

Rachel Proffitt1, Stephanie Glegg2, Danielle Levac3

  • 1Department of Occupational Therapy, School of Health Professions, University of Missouri, Columbia, Missouri, USA.

Journal of Enabling Technologies
|October 31, 2019
PubMed
Summary

Involving end-users in active video game (AVG) and virtual reality (VR) research improves technology matching for rehabilitation. This user-centered approach enhances buy-in and addresses challenges for better clinical adoption.

Keywords:
DisabilityImplementation scienceKnowledge translationRehabilitationVideo gamesVirtual reality

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Area of Science:

  • Rehabilitation technology
  • Human-computer interaction
  • Clinical research methodology

Background:

  • Active video games (AVGs) and virtual reality (VR) show promise in rehabilitation.
  • Clinical adoption of these technologies remains low.
  • Improved end-user involvement may bridge this gap.

Purpose of the Study:

  • To review four case examples of end-user involvement in AVG/VR implementation research.
  • To identify common benefits, challenges, and lessons learned.
  • To inform future user-engaged research design.

Main Methods:

  • Case study review of four distinct AVG/VR implementation projects.
  • Analysis of end-user involvement across different stages of research.
  • Application of lessons learned to develop recommendations.

Main Results:

  • End-user involvement improves the match between AVG/VR systems and user needs.
  • Benefits include increased buy-in from therapists and clients.
  • Challenges involve balancing technological demands with practical needs.

Conclusions:

  • Incorporating end-users in research can enhance clinical uptake of AVG/VR.
  • Recommendations are provided for user-engaged research design and implementation.
  • Fostering interdisciplinary collaboration can advance effective rehabilitation treatments.